I’m trying to make some damage numbers pop in over the enemy head but instead of doing that they lay flat on the floor plane no matter how I rotate them in the unseen layer. I’ve already tried applying visual transform and rotation and I’ve tried the euler conversion but it isn’t working.
This is the beginning of a patroling function that’s alerts the enemy when you step into their line of sight. Once you do it changes a property value on them and also spawns a 3d exclamation point model over their head. All that works. But the text ‘this_dinfo’ for this damage information has the problem that I mentioned earlier.
Nevermind, it technically works but it’s too imprecise to actually use. Do I have to resort to hovering invisible text over all the enemies and then revealing them? I thought addobject would be more optimized.
means the new object inherits the transformation (location, rotation, scaling) from the object refered by variable ‘own’, while all other properties (meshes, materials, properties, game logic, …) gets inherited from the object ‘damage_info’ at an hidden layer.